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Your nation in a Civilization title?

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New Frenco Empire
Powerbroker
 
Posts: 7787
Founded: Mar 14, 2013
Ex-Nation

Your nation in a Civilization title?

Postby New Frenco Empire » Mon Feb 09, 2015 8:31 am

After binge playing Civ5 for the past week, I got this fun little idea; NS in Civilization. Title is pretty self-explanatory. If your nation was in a Civilization game, what would it be like? For the purposes of creativity, this Civ will be "Civilization VI" and will focus quite a bit on making each civilization more unique. Hence, more custom units, buildings and tile improvements. For simplicity's sake, just pretend it's Civ V except with other stuff added.

Favorite Social Policy Tree - When adopting all social policies in your civ's favorite tree, the effects of completion are amplified.

Tradition - Will grant 15% Food growth in all cities and a free Aqueduct in your first four cities. The next two World Wonders you construct in your Capital will also receive a huge production bonus (equivalent to that of a Great Engineer's "Hurry Production"). Bonus can be reused if Wonder is never finished.
Liberty - 3 Great People of your choice appear near the Capital.
Honor - A Great General appears near your Capital along with four free military units of your choosing.
Rationalism - Choose 3 free techs.
Piety - Two Great Prophets will appear and Holy Sites provide +5 Culture.
Patronage - City-States will gift you Great People at a much more considerable rate.
Aesthetics - Doubles Theming Bonus received from Museums and World Wonders. Also, two Great People associated with Aesthetics (Great Writer, Great Artist or Great Musician) of your choice will appear near the capital.
Commerce - +1 Gold from every Trading Post. Great Merchant trading missions may now be done in other civs in which you have Open Borders agreements with. When trading with a City-State, you will also receive 1 of any Luxury or Strategic Resource within their borders for several turns.
Exploration - Reveals Hidden Antiquity Sites across the map. The next 5 military units you construct will also have the ability to found cities, provided they are on a different continent than your Capital. Will not stack with the Spanish Conquistador, allowing you to add this ability to other units instead.

Unique Trait - A new addition to the game. Often provides a small boost in-game (double production when training military units, faster border growth, higher Food yield from farms, etc) that is countered by a small penalty (Unhappiness accumulates faster, loss of 1 Science for every military unit, etc).

Endgame Unit - A special unique unit for civilizations well-suited in the modern or future eras. Gives a selected unit in the top tier (Stealth Bomber, Jet Fighter, Helicopter Gunship, Modern Armor, Mechanized Infantry, Mobile SAM, Rocket Artillery, Guided Missile, Carrier, Battleship, Missile Cruiser, Destroyer, Nuclear Submarine, Atomic Bomb, Nuclear Missile, Giant Death Robot, XCOM Squad) a promotion into something much better once Nanotechnology, Particle Physics, Nuclear Fusion or Future Tech is researched. Not suitable for less advanced or antiquity civilizations (game examples being Egypt, Babylon, Rome, Byzantium, Greece, etc). Civs without an Endgame Unit may adopt another Unique Replacer Unit, Tile Improvement or Building.

Leader Traits - How the AI will typically act when playing as your civ. May choose two.

Imperialist - Aggressive leaders who will often build large armies in an attempt to secure land or resources, never caring about who they step on.
Enlightened - Intelligent leaders who will often do anything in their power to achieve scientific dominance.
Creative - Cultured leaders, who, you guessed it, will try and maximize the culture output of their Empire.
Pious - Religious leaders who will often use their empire's religion to their benefit and expand it at every opportunity.
Industrious - Utilitarian leaders who tend to focus on maximizing the production and overall efficiency of their empire.
Humanitarian - Pacifistic leaders who hate warmongers, protect City-States and stay loyal to friends.
Mercantile - Wealthy leaders who seek to maximize the gold output, trade and economic riches of their empire.
Charismatic - Diplomatic leaders who enjoy writing treaties and make fast friends they tend to exploit.


Civilization
The New Frenco Empire

Leader

Chairman Joseph Hightower

Introduction

May you live long and prosper, Chairman Hightower of the New Frenco Empire. The strong, ingenuitive Frenkish people are yours to lead. Born out of nuclear fire, you commanded the American people forward unto greatness while so many others stewed in their own damnation. After crushing all obstacles in your wake, you founded one of the most powerful Empires the world had ever seen in less than twenty years. Being matched only by a lingering menace from the prewar times, your legacy continues to drive the heart and soul of the Frenkish people forward, making your Empire a safe haven for science, culture and strength.

Joseph Hightower, will your return signal a Golden Age the likes of which no one has ever experienced? Will you once again turn a frightened and weakened people into a respected hyperpower? Can you build a civilization that will stand the test of time?

Leader Traits

Enlightened, Imperialist

Unique Ability

Hegemony

-Science and culture penalty for puppet cities removed.

-Units and buildings can be purchased with gold in puppet cities.

-When "killing" an enemy great person, they will reappear near your Capital five turns later, under your control.*
*=Doesn't apply to unique Great People, such as Khans or Merchants of Venice. Instead, they will be demoted to a "normal" Great Person.

Favorite Social Policy Tree

Rationalism

Unique Trait

Technocracy

-Each tenet adopted in your preferred ideology generates +2 Science. Culture cost of adopting tenets is increased by 10%.

Unique Units

Black Cap

-Replaces Paratrooper. The Black Cap benefits from no terrain movement penalties, allowing it to quickly move through forests, jungles, hills and rivers. Also starts with "Drill I" promotion. Can enter combat on the same turn it paradrops. Suffers a combat strength penalty when fighting in open terrain. Can be promoted to Vanguard Marine, another Frenkish unique unit.

During WWIII, the "Frenkish" faction organized thousands of elite soldiers from a near-endless pool of American Resource Wars veterans who sided with the FrenCo Corporation for a hope of stable employment (very rare during this time). Once the bombs fell and the Frenkish looked to finally consolidate the crippled nation under it's vision, these veteran troops were the first to take the fight to the provisional government and rebel alike. Typically deployed as air cavalry and screeners, these soldiers wore simple dark uniforms with a black patrol cap (earning them the "Black Cap" nickname). Their previous experiences in the hostile terrains of the Middle East, North Canada and South America proved invaluable in the American Overgrowth, especially during the early years of the Uprising as the FrenCo Corporation struggled to raise more of their trained mercenary armies. After the Frenkish victory, Black Cap units were slowly phased out as modern industry began to take hold once more, allowing for the mass production of power armor suits that led to their modern replacements; the Vanguards. The last group of Black Caps were disbanded in 2110. Today, Black Caps are seen as the equivalent of American Minutemen, who fought and died to birth a great nation.


Vanguard Marine

-Replaces XCOM Squad. Like the unit it replaces, it is the strongest infantry unit class in the game and may paradrop from up to 40 tiles away. It can enter combat in the same turn it drops. Also benefits from a 20% combat strength bonus when fighting outside of your empire's borders.

The Vanguard Corps are named after their primary purpose; to be the spearhead of a Frenkish assault. With a platoon of Vanguard Marines able to be deployed practically anywhere in the world in less than an hour, they field the best equipment the Empire has to offer, including full-body power armor and electromagnetic plasma rifles. Due to an exceptional intelligence network and an enhanced sensor capability on their armor, they are at their most comfortable when taking the fight directly to the enemy.


Endgame Unit

Bombardment Shuttle

-Bomber Aircraft of the Future Era (Stealth Bombers may be promoted into Shuttles). May strike anywhere in the world, however, it requires one turn to reach it's target (it will "track" units targeted if they happen to move during the turn). May not be intercepted by anything but cities (assuming the enemy has Satellites researched. They are completely untouchable otherwise, aside from the city they are being based in being captured). Can be intercepted by a select few rival Unique and Endgame Units, however. Starts with "Siege I" promotion. Requires Nanotechnology.

The concept of a "space bomber" is nothing new. Ever since the Cold War, the military had often proposed such designs...only for them to be rejected on the points of cost or foreign policy. However, with the increase in resource allocation for space in the 22nd century, the Empire saw a window to maintain complete dominance of the skies. The Lockheed-Martin SB-104 has been in service since 2109, raining death and destruction on less advanced foes, who could only shake their fists in anger at the stars above.


Unique Building

Brothel

-Requires Amphitheater. +4 Happiness and Culture for the city. Allows one Artist specialist slot.

Unique Building Replacement

Youth Development Complex

-Replaces Public School. +1 Science and Culture for every 2 Citizens in the city. +5 Science. Allows one Scientist specialist slot.

Unique Tile Improvement

Tunnel Tram

-A unique infrastructure improvement that can be added to roads and railroads. The Tunnel Tram allows units to move to practically any tile on the map with the improvement in just a single turn. Also makes units traveling along the Tunnel Tram "invisible" to civilizations who have not researched Stealth. Units must start in cities to use, and must either leave through another city, fort or Citadel. Requires a whopping 3 Gold to maintain. Requires Computers.


There is a handy code below for if you want to fill it out this way, but any alternative will do. This is mostly for people who've played a Civ game (primarily IV or V), but if you think you know what you're doing, go ahead!

Wiki link: http://civilization.wikia.com/wiki/Civi ... Games_Wiki

Code: Select all
[b][i]Civilization[/i][/b]
Your Civ's Name Here
[b][i]Leader[/i][/b]
Leader of your Civ's Name Here (REMEMBER TO PICK AN EXCEPTIONAL ONE FROM YOUR HISTORY, NOT JUST YOUR CURRENT ONE!)
[b][i]Introduction[/i][/b]
Your Leader/Civ's Introductory Speech Here (REMEMBER TO FINISH WITH "Can you build a civilization that will stand the test of time?")
[b][i]Leader Traits[/i][/b]
Your Two Leader Traits Here
[b][i]Favorite Social Policy Tree[/b][/i]
Your Leader's Favorite Social Policy Here
[b][i]Unique Ability[/i][/b]
Your Civ's Unique Ability Here (Keep in mind, it doesn't need to be an OP bonus; just reflective of what your nation is known for and how it will help you achieve victory!)
[b][i]Unique Trait[/i][/b]
Your Civ's Unique Trait Here (Remember; one small bonus, one small penalty)
[b][i]Unique Units[/i][/b]
Your Two (Three if you don't have an "Endgame" Unit) Unique Units And Brief Descriptions Here (Backstory Optional)
[b][i]Endgame Unit[/i][/b]
Your Endgame Unit Here (Not recommended if your civ's past is richer than it's present/future!)
[b][i]Unique Buildings[/i][/b]
Your Civ's Two Unique Buildings And Brief Descriptions Here (Can either replace existing buildings or become available once perquisites are met)
[b][i]Unique Tile Improvement[/i][/b]
Your Civ's Unique Tile Improvement and A Brief Description Here (Same as building. Can either replace an existing improvement or be added to the existing roster)
Last edited by New Frenco Empire on Tue Feb 10, 2015 6:34 pm, edited 2 times in total.
NEW FRENCO EMPIRE

Transferring information from disorganized notes into presentable factbooks is way too time consuming for a procrastinator. Just ask if you have questions.
Plutocratic Evil Empire™ situated in a post-apocalyptic Decopunk North America. Extreme PMT, yet socially stuck in the interwar/immediate post-war era, with Jazz music and flapper culture alongside nanotechnology and Martian colonies. Tier I power of the Frencoverse.


Las Palmeras wrote:Roaring 20s but in the future and with mutants

Alyakia wrote:you are a modern poet
Top Hits of 2132! (Imperial Public Radio)
Coming at you from Fort Orwell! (Imperial Forces Network)



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Ardavia
Senator
 
Posts: 4732
Founded: Jun 05, 2013
Inoffensive Centrist Democracy

Postby Ardavia » Tue Feb 10, 2015 9:17 am

Civilization
Ardavia

Leader
Imperator Sirius I

Introduction
Greetings, Imperator Sirius the First of Ardavia. The Ardavian people, headstrong and stubborn, are yours to guide, and to rule. Risen out of the ashes of the old world, your people now look to the rest of the world, to expand and spread their culture, and perhaps to make alliances with others as well. In the last thirty years, you rose from the remnants of a single city onto the world stage, carving out your own piece of the world from the ruins of the old world.

Imperator, will your guidance lead the Ardavian people to recovering the glory of the Old World, and perhaps even surpassing it? Will you be able to stand against the other rising powers in the world? Can you build a civilization that will stand the test of time?

Leader Traits
Expansive
Enlightened

Unique Ability
Imperial Science

-Units can be produced for 75% of the cost in cities that are not Puppets or Occupied once Nanotechnology is researched
-"Imperial Labs" building decreases production costs for Mechanized Infantry by 10%
-Great Scientist GPP cost decreased by 5%


Unique Trait
Enlightenment

10% Science bonus for cities that are not Puppet or Occupied

20% increased cost for upgrading existing military units

Unique Units

Guard Legion Infantry

-Replaces Mechanized Infantry. Has slightly lower combat strength, but starts with the "Drill I" promotion, and becomes 25% cheaper to produce with Imperial Labs building. Suffers no terrain movement penalties in forests, hills and rivers, and gains a 10% combat strength bonus when defending cities.

Harbinger Superheavy Assault Tank

-Replaces the Giant Death Robot. Like the unit it replaces, the Harbinger is the strongest combat unit in the game. While the Giant Death Robot has marginally higher strength and increased mobility, the Harbinger can benefit from defensive bonuses, and it has the ability to engage in ranged combat as an artillery unit.

Endgame Unit
Imperial Shock Marines

-Requires XCOM Squad. Like the XCOM Squad it succeeds,it's the strongest infantry unit in the game, but has increased mobility compared to the XCOM squad, with a movement ability of 4. It can paradrop to deploy from up to 50 tiles away, and may drop directly onto enemy units and attack for a strength bonus. Also benefits from a 20% combat strength bonus when attacking cities, but is not meant for protracted engagements on the front line, and takes a minor combat strength penalty when engaging in open terrain.

Unique Building

Imperial Labs

Increases science value of city by 50%, allows for cheaper production of Guard Legion Infantry. Requires Nanotechnology, and Research Lab building.

Unique Building Replacement

Fortress-Cathedral (Replaces Cathedral)

+1 Happiness, +3 Culture, +1 Faith, 1 Artist Specialist slot. Also provides a defensive bonus for all units stationed in city. Requires Monastery building.

Unique Tile Improvement

Imperial Auspex Aerial Defence Station

Provides anti-air coverage of 5 tiles around it, with a bonus against Stealth Bombers. Requires 2 Gold to maintain, and requires Stealth technology.


This might actually be pretty OP, but eh.
professional contrarian
for: whatever you are against
against: whatever you are for

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Blakullar
Senator
 
Posts: 4507
Founded: Sep 07, 2012
Corrupt Dictatorship

Postby Blakullar » Tue Feb 10, 2015 2:46 pm

Civilization
The Mechanocracy
Leader
OTAN
Introduction
Hail to you, OTAN, Great Intelligence of Mechanocratic Russia! Forged in a long-passed age of war, you were responsible for directing the defence of the former Soviet Union against the threat of revisionist imperialists from the West. When the atomic holocaust finally arrived in 2077, you rebuilt Mother Russia from the nuclear ashes as a technological and military superpower soaring far higher than ever before.

OTAN, will you be able to use your ingenuity and cunning to bring mighty Russia to the forefront once more? Can you build a civilisation to stand the test of time?
Leader Traits
Imperialist, Enlightened
Unique Ability
Path to the Future
    - Entering a new Era automatically triggers a Golden Age, and all endgame units have a 10% combat bonus.
Unique Trait
Machine Race
    - Technologies cost 10% less Science.
    - Gold and Faith accumulation suffer a 10% penalty.

Unique Units
Military Commissar
    - Replaces Great General. Enemy units killed by friendly units under the influence of a Military Commissar trigger a temporary bonus to Happiness as well as receiving a combat bonus.
Attack Drone
    - Replaces Mechanised Infantry. Attack Drones gain a 10% combat bonus when fighting other Infantry units and do not receive terrain bonuses/penalties.
Endgame Unit
Stalin Tank
    - Replaces Giant Death Robot. Unlike the GDR, Stalin Tanks do not suffer a combat penalty when targeting Cities and have a big passive defensive bonus against artillery units.
Unique Buildings
Industrial Gulag
    - Replaces Recycling Centre. Gain +3 Aluminium resource, rather than +2, and has no placement limit.
Megadrome
    - Replaces Stadium. The Happiness bonus is increased by 50% whenever an enemy unit is killed within the empire's borders (the survivors are made to fight to the death for the public's amusement).
Unique Tile Improvement
Iron Curtain
    - All units and Cities (friendly and enemy) within a two-hex radius receive 80% less damage from ranged units, aircraft and Guided Missiles, and cannot be targeted directly by nuclear weapons. Requires Lasers. Can only be built by a Military Commissar.
- - - MECHANOCRATIC RUSSIA - - -
From the dilettante who brought you Worlds Asunder!

Part of the Frencoverse.
Did you know I'm also a website?

NS stats not included.
Yes, I am real. Send help.

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The Blackreach virus
Spokesperson
 
Posts: 162
Founded: Feb 06, 2015
Ex-Nation

Postby The Blackreach virus » Tue Feb 10, 2015 4:13 pm

Civilization
The blackreach virus

Leader
first Hive leader

Intro
"hail to the hive leader! you the first helped the kingdom survive in one way or another you sacrificed humanity for survival you led your people you bled for them they helped you back up the ladder and to be feared by all who come to your lands oh great first one your hive vies for the days of glory will you build a civilization to stand the test of time?"

leader traits
protective militaristic

UA
Feed the Hatchlings
+10 food from cattle buffalo and sheep no food from farms and food from razed city's
based on population to the nearest city

unique units
Ground pounder replaces warrior increased ability in everything a warrior does good never becomes obsolete and strength increases with the tech era

scav replaces archer and applies acid to foes it attacks from range it never becomes obsolete and increases strength with the tech era

endgame unit

Hive leaders combat form
replaces the GDR uses iron and aluminum instead of uranium and is capable of passing through mountain tiles without damage
and still suffers from the lack defense boost from tiles
unique building
hatchery - replaces the aqueduct provides the same benefit as a hospital also removes hospital from building selection
unique tile improvement
egg sacs within ten turns of building either a unit of ground ponuders or scavs emerge and pillage the tile requiring a total rebuild to use again
"the colony is everything born as one fight as one die as one" unknown scav warrior
"why fight when we are swimming in virus?" first hive leader
"calculate three things risk profit and ability then throw the dice" unknown to Archon scav mathematician and adventurer

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New Frenco Empire
Powerbroker
 
Posts: 7787
Founded: Mar 14, 2013
Ex-Nation

Postby New Frenco Empire » Tue Feb 10, 2015 6:35 pm

Forgot to include favorite social policy tree. Fix'd!
NEW FRENCO EMPIRE

Transferring information from disorganized notes into presentable factbooks is way too time consuming for a procrastinator. Just ask if you have questions.
Plutocratic Evil Empire™ situated in a post-apocalyptic Decopunk North America. Extreme PMT, yet socially stuck in the interwar/immediate post-war era, with Jazz music and flapper culture alongside nanotechnology and Martian colonies. Tier I power of the Frencoverse.


Las Palmeras wrote:Roaring 20s but in the future and with mutants

Alyakia wrote:you are a modern poet
Top Hits of 2132! (Imperial Public Radio)
Coming at you from Fort Orwell! (Imperial Forces Network)



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The Third Nova Terra of Scrin
Minister
 
Posts: 3019
Founded: Oct 01, 2011
Ex-Nation

Postby The Third Nova Terra of Scrin » Thu Feb 12, 2015 4:08 am

Civilization

Tanzhiye Civilization

Leader

High Chieftain Eidarareino Gerusho (First High Chieftain who was traditionally credited with founding the Tanzhiye people and nation, comparable to Jimmu Tenno of Japan, Yellow Emperor of China and Dangun of Korea)

Introduction

Few leaders can be credited with founding a people and state but from your faith, hope and true diligence and hardwork, you established a nation and a people proud and hopeful to play a precious role and contribute to the human world for long times to come. You consolidated the identity of the Tanshi people by kindling the fire among your scholarly men to create a language distinct and unique to differentiate the Tanzhiye people from neighbours and to the whole world and you inspired the creation of the culture of Tanzhiye itself.

You established the foundations of the nations you yourself created, making it firmer and stronger. The role of High Chieftain you created was not tyrannical and cruel, like other leaderships but kind, benevolent and humane. The government you created was credited as the first thing the world had seen closest to a real democratic government, setting the foundations for future democracies to come. The laws you wrote were the first law above the monarch, perhaps the first constitution the world has seen. Your philosophies, beliefs and virtues of pure good are ingrained in the hearts of the Tanshi people, and with your unequaled expertise inspired excellence in culture, science and prosperity in the years to come and your true faith and devotion to the God you piously believe in, emulated by your own people, is not unseen.

Oh our Most Humble and Meek First High Chieftain, will you again lead the people of Tanzhiye to make our proud and strong nation the greatest in the world? Will you again trigger another era of Golden Age with progress unequaled and religious devotion superior to all? Can you build a civilization that can stand the test of time?

Leader Traits

Financial, Industrious

Favorite Social Policy Tree

Favorite Five Social Policies: Tradition, Rationalism, Aesthetics, Commerce and Piety

Unique Ability and Unique Trait (because I found the two redundant)

Pious Wisdom of the Devout Sages

+20% Faster Science Output in the Capital and +5% Faster Science Output in all Cities. Shrines and Temples give +1 Faith. +35% (55% cumulative total) faster science output in the Capital and +15% (20% cumulative total) faster science output in all Cities when they are following the Religion you Founded.

Unique Units

Eritisha (Eritisha are the elite warriors of the military of the Tanshi ancient state. Established by High Chieftain Shukino during 2800 BC, these fighters are well-trained rigorously, along with their full wooden, copper and iron garb adapting to the technology of their times, never fails to strike fear into the hearts of their enemies)
Replaces Swordsman
Does not require Iron
Has 15.4 combat strength as opposed to the 14 combat strength of the normal swordsman
25% Stronger when Attacking Melee Units
25% Stronger when Defending (Bonus does not accumulate with the Attacking Melee Units bonus)

State Worker (The Tanzhiye state is known for drafting lots of construction workers for myriad of its own sponsored construction projects. Workers funded by the state can be natives or foreigners (barbarians) employed from other lands but both never fails to do the job)
-Replaces Worker
-Basically a Worker that has a more respectable combat strength
-Builds Roads 100% Faster and Forts 35% Faster
-Has 5 Combat Strength during the Ancient Era,
-Has 8 Combat Strength during the Classical Era
-Has 12 Combat Strength during the Medieval Era
-14 during Renaissance
-18 during Industrial
-22 during Modern, Atomic and Information Eras

Endgame Unit

Special All-Around HRA Elite Forces (Special forces of the current Holy Republic Military Force)
-Has combat strength of 59
-25% Stronger in Own Territory, and 15% Stronger when Fighting Units from a Civ with a Different Religion or Ideology, 40% Cumulative Combat Strength Bonus when Fighting in Own Territory and Against Units from a Civ with Different Religion or Ideology
-Can only build 5 units of the same type at a time

Unique Buildings

Sageric Hall
-Replaces Library
-+1 Faith
-+1 Science per 2 Population
-+2 Science

Hall of God
-Replaces Temple
-Gives 3 Faith instead of 2
-+1 Culture

Unique Tile Improvement

Holy Nature Sanctuary
-Can be built in a terrain type aside from Great Person Tiles
-Cannot be built adjacent to a City
-+1 Culture and +0.5 Faith, but -1 Food, -1 Gold and -1 Production from the Tile
Economic Left/Right: 1.50
Social Libertarian/Authoritarian: 3.13
Pro: Christianity, capitalism, democracy, creationism, Russia, Israel, freedom and liberty, nationalism, pro-life
Anti: Islam, socialism, communism, evolution, secularism, atheism, U.S.A, UN, E.U, authoritarianism, totalitarianism, politically correct, pro-choice
We're not a theocracy albeit Christian. THE CORRECT NAME OF THIS NATION IS TANZHIYE.
Also, please refrain from referring to me by using male pronouns.
IATA Member
https://www.youtube.com/watch?v=SyKkpdwLkiY - Hey! Hey! Hey! Start Dash!

User avatar
Prezelly
Ambassador
 
Posts: 1101
Founded: Jul 07, 2011
Ex-Nation

Postby Prezelly » Thu Feb 12, 2015 11:04 am

Civilization
Prezelly
Leader
Deriin Diern
Introduction
Welcome Deriin Diern, the one who united the Prezlan tribes and the conqueror of the Surrounding lands. You have come a long way, from the leader of a small village, to leader of your kin. Your people rally under your banner to share in the exploits of your genius. Your innovations in communications, using hand built tunnel systems to avoid the treacherous terrain of the desert you call home. Your warriors are among the best in the region, using your personal fighting techniques with the spear to keep your opponents at bay and maintain the battle advantage. You kept the diverse group of people together until your passing. Tribes split along religious borders, shattering your attempt at an empire and ruining your name.
However, you live on in history, people talk of your exploits in diplomacy and communication. Your people await you in the desert, they stand ready to rally behind your banner once again, to travel your tunnel roads and enjoy in the splendors of your rule. Can you reunite these uniquely different peoples? Can you build a Civilization that will stand the test of time?
Leader Traits
Charismatic, Humanitarian
Favorite Social Policy Tree
Patronage
Unique Ability
Unite the Tribe
-City states who are friendly towards you will occasionally gift you a population for one of your cities.
-Allied City States can be annexed after 10 turns
Unique Trait
Desert people
People move along desert as if they were roads, cities grow 15% slower
Unique Units
Desert Diplomat - replaces caravan, gold acquired is doubled when trading with city states. Cannot trade with other Civs
Tunnel Marchers - replaces warrior, can build tunnel improvement and is slightly stronger than the warrior it replaces
Telven Spearmen - Replaces spearmen, +15% strength in desert territory
Endgame Unit
none
Unique Buildings
Undercity Center - Replaces Market, desert tiles add an additional one gold when worked
Unique Tile Improvement
Tunnel road - Replaces road, units move faster on tunnel roads than normal roads, cost twice as much upkeep
Tunnel Rail - Replaces Railroad. Faster than railroad, costs twice as much upkeep
Last edited by Prezelly on Thu Feb 12, 2015 11:07 am, edited 2 times in total.
All opinions are accepted as long as they are the right one
Political Compass
Economic Right: 2.0
Social Authoritarian: 0.7

ISTP personality type

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Wisconsin9
Post Czar
 
Posts: 35753
Founded: May 18, 2012
Ex-Nation

Postby Wisconsin9 » Thu Feb 12, 2015 4:48 pm

Civilization
Wisconsin

Leader
Lana Rayne

Introduction
We salute you, President Rayne! Although you were not the first to speak out against the dictatorship that arose in your nation, you were by far the most vocal. Your efforts brought down the regime, and guaranteed a landslide victory in the young nation's first true elections. Your policies laid the foundations for the reconstruction of a shattered superpower, culminating in your crowning achievement: the formation of the North American Coalition during the attack by the Soviet Union. Although you did not live to see the end of the war, you are often credited with the victory, and you are celebrated in a dozen nations for the American Reconciliation.

President Rayne, your people again look to you as a beacon of hope! Can you guide them again through a bleak world to prosperity? Can you build a civilization to stand the test of time?

Leader Traits
Enlightened, industrious.

Favorite Social Policy Tree
Rationalism

Unique Ability
Scorched Earth: Units may plunder improvements in friendly territory. This grants no gold, but enemy units ending their turn on scorched tiles take 5 damage.

Unique Trait
Hypersonic flight: Jet fighters and stealth bombers receive extra range and strength, but cost more to maintain.

Unique Units
Zeppelin (trade unit; requires Flight): Can establish trade routes across land (including mountains) and oceans. Zeppelin trade routes cannot be plundered by melee units. Base range 15. Range extended by Radar and Computers. +50% range from Airport in base city.

Airborne Aircraft Carrier (requires Mobile Tactics): Can carry 4 aircraft. Can cross land (including mountains) and oceans. 5 move. May not be attacked by melee units.

Endgame Unit
Raptor Squad: Replaces XCOM Squad. May only drop from 20 tiles away, but can be based on aircraft carriers. -20 strength from XCOM Squad, but has three move. May be extracted to a friendly city or aircraft carrier (provided there is space) within 20 tiles. Starts with Drill I.

Unique Buildings
Fusion Plant (requires Nuclear Fusion): +25% production, +7 production, city must not have a Nuclear Plant, city must have access to water.
Distribution Warehouse (requires Refrigeration): +15% food.

Unique Tile Improvement
Nuclear Landmine (requires one completed Atomic Bomb, and is treated as such for maintenance and resource costs): A buried nuclear bomb, that will detonate when an enemy unit enters the tile. Appears to other factions as an improvement chosen by the player.
~~~~~~~~
We are currently 33% through the Trump administration.
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User avatar
New Frenco Empire
Powerbroker
 
Posts: 7787
Founded: Mar 14, 2013
Ex-Nation

Postby New Frenco Empire » Thu Feb 12, 2015 6:57 pm

The Third Nova Terra of Scrin wrote:
Favorite Social Policy Tree

Favorite Five Social Policies: Tradition, Rationalism, Aesthetics, Commerce and Piety


You only get one, since completion of your leader's favorite tree can give boost it's effects considerably (Rationalism fans can pick 3 techs instead of 1, Honor fans also get four free military units on top of the Great General, Tradition gets an extreme increase in production for the next couple wonders they construct in their capital, etc). It's a bit confusing, I know, but I felt people would like it a bit more if I spiced it up with a bit more customization. :p

Unique Ability and Unique Trait (because I found the two redundant)

Again, I know it can get confusing when I add what amounts to "fan fiction" to a respected work, but the ability and traits are different. Abilities are just like they are in V, but traits are a little different. Abilities are strategic perks that will nudge your civ onto progress. Traits are more tactical, which will give a civ a very small (yet useful) bonus while giving them a very small (yet nonetheless bothersome) penalty. It's meant to complement the ability, if nothing else.
NEW FRENCO EMPIRE

Transferring information from disorganized notes into presentable factbooks is way too time consuming for a procrastinator. Just ask if you have questions.
Plutocratic Evil Empire™ situated in a post-apocalyptic Decopunk North America. Extreme PMT, yet socially stuck in the interwar/immediate post-war era, with Jazz music and flapper culture alongside nanotechnology and Martian colonies. Tier I power of the Frencoverse.


Las Palmeras wrote:Roaring 20s but in the future and with mutants

Alyakia wrote:you are a modern poet
Top Hits of 2132! (Imperial Public Radio)
Coming at you from Fort Orwell! (Imperial Forces Network)



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The Third Nova Terra of Scrin
Minister
 
Posts: 3019
Founded: Oct 01, 2011
Ex-Nation

Postby The Third Nova Terra of Scrin » Fri Feb 13, 2015 2:01 am

New Frenco Empire wrote:
The Third Nova Terra of Scrin wrote:
Favorite Social Policy Tree

Favorite Five Social Policies: Tradition, Rationalism, Aesthetics, Commerce and Piety


You only get one, since completion of your leader's favorite tree can give boost it's effects considerably (Rationalism fans can pick 3 techs instead of 1, Honor fans also get four free military units on top of the Great General, Tradition gets an extreme increase in production for the next couple wonders they construct in their capital, etc). It's a bit confusing, I know, but I felt people would like it a bit more if I spiced it up with a bit more customization. :p

Unique Ability and Unique Trait (because I found the two redundant)

Again, I know it can get confusing when I add what amounts to "fan fiction" to a respected work, but the ability and traits are different. Abilities are just like they are in V, but traits are a little different. Abilities are strategic perks that will nudge your civ onto progress. Traits are more tactical, which will give a civ a very small (yet useful) bonus while giving them a very small (yet nonetheless bothersome) penalty. It's meant to complement the ability, if nothing else.


Oh, pardon, I thought this was nothing but put your civ in Civ V: Brave New World, that's why I'm confused why there would be an "Endgame Unit". Well, I'll think my favorite social policy on that case would be Rationalism, but I just cannot think of an unique trait and a unique ability. I guess I like my own Civ V: Brave New World the way it is.
Economic Left/Right: 1.50
Social Libertarian/Authoritarian: 3.13
Pro: Christianity, capitalism, democracy, creationism, Russia, Israel, freedom and liberty, nationalism, pro-life
Anti: Islam, socialism, communism, evolution, secularism, atheism, U.S.A, UN, E.U, authoritarianism, totalitarianism, politically correct, pro-choice
We're not a theocracy albeit Christian. THE CORRECT NAME OF THIS NATION IS TANZHIYE.
Also, please refrain from referring to me by using male pronouns.
IATA Member
https://www.youtube.com/watch?v=SyKkpdwLkiY - Hey! Hey! Hey! Start Dash!

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New Frenco Empire
Powerbroker
 
Posts: 7787
Founded: Mar 14, 2013
Ex-Nation

Postby New Frenco Empire » Sat Feb 14, 2015 6:52 am

Here's something a little different...

What World Wonders would your civ contribute to the game (you know, just for an AI player to steal them)?

Nellis Air-Space Force Base

"I have two words for you; Predator drones."
-Barack Obama

+1 Culture
2 Great Scientist points
Requires Flight

+15 experience for all air units constructed in this city.
Production time for all air units halved in this city.

Nellis Air-Space Force base (formerly just AFB) is considered the "holy city" of the Imperial Air Force. Being one of the few military installations left relatively untouched by WWIII, it was quickly captured by Frenkish loyalists in the USAF, giving the Uprising the air power it needed to tame postwar America. Today, it's shared the IAF and ISF, where it is home to the latter's fleet of SB-104s when outside of deployment.


Imperial Tower

"There is no power but for the man in the high castle."
-Allen A. Coolidge (Frenkish author)

+1 Culture
+2 Great Merchant points
Requires Telecommunications

65% increase in GPP produced by all specialists once a level three Ideology tenet is adopted.

Located in the underground city of New Rome, the Imperial Tower is the seat of the Frenkish government and the home of the Executive Officers. Resembling a huge, intimidating pillar, the Imperial Tower also serves another, more symbolic purpose; as the primary support beam of the entire Frenkish capital. Should the Tower fall, so would the entire city (and perhaps the Empire itself). Hence, the building was designed to be extremely sturdy, being able to withstand nothing short of a direct nuclear explosion. Standing at over 800 feet tall, it is, by far, the tallest government seat ever built.


The Shield Walls

"Man is a part of nature, and his war against nature is inevitably a war against himself."
-Rachel Carson

+1 Culture.
2 Great Engineer points.
Requires Plastics.

Must have a Wall built in every city.
+25 city HP.
All cities may now fire up to three tiles away.

The so-called "Shield Walls" started out as a series of crude barricades built completely around 12 of the 13 Imperial supercities built primarily to keep out the "Overgrowth", the Frenkish theory for the "imperialistic" characteristics of postwar nature, which "fought back" (so to speak) due to mutation and plant infection from Chinese biological weaponry. However, after the consolidation, the Walls grew more elaborate and slowly become the marvels of engineering they are today. The Shield Walls are (on average) 300 feet tall and almost fifty feet thick with nothing but steel, concrete and the occasional tunnel between the city and the outside world. With such dimensions, it can allow the city's defenders to place it's artillery systems along the top of the wall and give them unsurpassed range in the event of an attack.
NEW FRENCO EMPIRE

Transferring information from disorganized notes into presentable factbooks is way too time consuming for a procrastinator. Just ask if you have questions.
Plutocratic Evil Empire™ situated in a post-apocalyptic Decopunk North America. Extreme PMT, yet socially stuck in the interwar/immediate post-war era, with Jazz music and flapper culture alongside nanotechnology and Martian colonies. Tier I power of the Frencoverse.


Las Palmeras wrote:Roaring 20s but in the future and with mutants

Alyakia wrote:you are a modern poet
Top Hits of 2132! (Imperial Public Radio)
Coming at you from Fort Orwell! (Imperial Forces Network)



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Ardavia
Senator
 
Posts: 4732
Founded: Jun 05, 2013
Inoffensive Centrist Democracy

Postby Ardavia » Sat Feb 14, 2015 7:36 am

New Frenco Empire wrote:Here's something a little different...

What World Wonders would your civ contribute to the game (you know, just for an AI player to steal them)?


Imperial City

"How does it work? We have no fucking idea. We managed to copy and scale it down for the Monarch-class, but we haven't the faintest clue how this works."
~Anonymous scientist on the anti-gravity systems of the Imperial City

+2 Culture
2 Great Scientist points
Requires Particle Physics

City in question becomes capable of moving 1 tile per turn, but does not create borders
Functions as Carrier for 2 airplanes (not Stealth Bombers)
Production time of paradrop-capable infantry in city decreased by 40%
Last edited by Ardavia on Sat Feb 14, 2015 7:38 am, edited 1 time in total.
professional contrarian
for: whatever you are against
against: whatever you are for

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Stormwrath
Negotiator
 
Posts: 6898
Founded: Feb 08, 2014
Ex-Nation

Postby Stormwrath » Sat Feb 14, 2015 8:01 am

tag.

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Northern Arcadian Empire
Senator
 
Posts: 3853
Founded: May 31, 2014
Ex-Nation

Postby Northern Arcadian Empire » Sat Feb 14, 2015 8:18 am

Civilization
The Arcadian Empire
Leader
Emperor Frederick
Introduction
Nations Rise and Fall, Prosper and Decline. But only the strong survive in the world of war and through history, we built our nation of the foundations of war and conflict. We built out nation on the understanding of work and production! We are the Arcadian Empire, and we will remain strong! We will keep our production lines at maximum capacity and effectiveness and our Armies will march on our enemies for victory and glory!!

Can you build a civilization that will stand the test of time?
Leader Traits
Industrious, Imperialist
Favorite Social Policy Tree
Commerce

Unique Ability
-Improved Infantry units
(+20% Health)
(+5 Damage)
Unique Trait
-Industrialization
+5 production but -5 happiness

Unique Units
Medieval-
--Arcadian foot soldier
(replaces swoardsman)
These men of old where once the great soldiers of the Empire, giving their lives for the defense of the empire. They are equipped with pikes and iron armor, making them ideal frontline infantry and are a pain for cavalry units
+5 defense
+5 Attack
-5 speed

Future era-
--Trooper
(replaces Paratrooper)The standard Infantry soldier for all branches of the Northern Arcadian Empires' military. There the ones you see stationed on all planets, space stations, moons, etc. there also the ones that are the most common on the battle field. They stand about 6.5ft tall, and wear M83L body armor that is a kevlar chest piece with durasteel alloy plates in it and a gel layer to cool the body and reduce the possibility of burns form energy weapons, along with a durasteel full helmet with a built in HUD visor. The M83L is resistant to most small arm energy and kentitc weaponry, making quite ideal for a standard issue armor for our soldiers.
+5 when in defense mode
-5 while attacking armor units
+5 Attack

Endgame Unit
Orbital Bombardment
-Future era- This massive weaponized space station is primed with several tungsten rods and/or DU shells

Unique Buildings
The Hall-
Requires Terra Vault- +4 happiness, culture, and +2 science. Two free Troopers

Training bunker-
replaces command center- +30 city defense, unit health, and city hp

Unique Tile Improvement
Improved roads-

These new roads are made form blast proof and extreme durable combination of concrete and steel, making them extremely effective for those long drives and war zones
+2 movement speed and 4 gold income however 3 gold upkeep

I think I have somewhat of a idea what I'm doing
Last edited by Northern Arcadian Empire on Sat Feb 14, 2015 8:25 am, edited 1 time in total.

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Prezelly
Ambassador
 
Posts: 1101
Founded: Jul 07, 2011
Ex-Nation

Postby Prezelly » Sat Feb 14, 2015 9:37 am

Prezelly's World Wonders
The UnderCity
- "Siege weapons are made to demolish walls, so let us be rid of the walls." - Engineer, Rethern Hrin -
Wonder Benefits
+20 defense +50 city health
City is invisible to enemy until an enemy unit is adjacent to it.
Wonder requirements
Requires Engineering
Becomes obsolete with Archeology

Tribe Trade Center
- "All of these people need goods, we need money, lets make the trade benefit us" - Trade Advisor, Nivl Gern -
Benefits
Gain an extra trade route
Trade routes from this city gain an extra 4 gold for the owner and 2 for cities trade with it
wonder Requirements
Requires Currency
Last edited by Prezelly on Sat Feb 14, 2015 9:44 am, edited 1 time in total.
All opinions are accepted as long as they are the right one
Political Compass
Economic Right: 2.0
Social Authoritarian: 0.7

ISTP personality type

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Icrum
Senator
 
Posts: 4684
Founded: Oct 14, 2014
Democratic Socialists

Postby Icrum » Sat Feb 14, 2015 9:47 am

Civilization
The New Republic of Icrum
Leader
Arbiter Victoria Schenberg
Introduction
Your Leader/Civ's Introductory Speech Here (REMEMBER TO FINISH WITH "Can you build a civilization that will stand the test of time?")
Leader Traits
Your Two Leader Traits Here
Favorite Social Policy Tree
Your Leader's Favorite Social Policy Here
Unique Ability
Your Civ's Unique Ability Here (Keep in mind, it doesn't need to be an OP bonus; just reflective of what your nation is known for and how it will help you achieve victory!)
Unique Trait
Your Civ's Unique Trait Here (Remember; one small bonus, one small penalty)
Unique Units
Your Two (Three if you don't have an "Endgame" Unit) Unique Units And Brief Descriptions Here (Backstory Optional)
Endgame Unit
Your Endgame Unit Here (Not recommended if your civ's past is richer than it's present/future!)
Unique Buildings
Your Civ's Two Unique Buildings And Brief Descriptions Here (Can either replace existing buildings or become available once perquisites are met)
Unique Tile Improvement
Trenches
Slows all units movements to 1 tile but gives defensive bonus.
Some kind of dessert involving ice cream, hard liquor, and a blow torch
Main wrote:A petition to redesign the flag incites violent riots that eventually destroy the entire nation.

-Ebola- wrote:I don't want to kill you all. I want primates, humans included, to stay around so my descendants will have the same variety of hosts to choose from as I do.

Washington Resistance Army wrote:Not being able to buy an AR most certainly is a travesty.

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Ifaltannia
Diplomat
 
Posts: 971
Founded: May 03, 2014
Ex-Nation

Postby Ifaltannia » Sat Feb 14, 2015 10:41 am

Civilization
Ifaltannia

Leader
King Alfred II

Introduction
Glory upon you, Alfred II, Savoiur of Ifaltannia! Oh great King who not only saved a doomed Civilization, but expanded it! You are the leader of the almighty Ifalt Empire, united under Berkas and his legacy and strengthened by you. The Ifalt empire would span over many islands and landmasses such as Northern Greenland and Svalbard now Zaloskway. Your empire was one of the most influential and even after it's decease in 2013, it's legacy still stands today.

But Those Days are gone now, but the spirit isn't. Your people call on you to once again change history and lead them to glory. Will you help them? Can you build a civilization that will stand the test of time?

Leader Traits
Imperialist, Defensive

Favorite Social Policy Tree
Liberty

Unique Ability
The Blue Ifalt Waves

Production cost on ships is -15%
Once Optics Is Discovered All Ships Get +1 Movement


Unique Trait
Arctic Blessing

Can Produce Farms on snow
For Every 5 Food An Arctic city makes, minus 1


Unique Units

Parlosk

-Replaces Trieme, The Parlosk has a reinforced hull and can take hits from weak ocean waves, this allows it to enter ocean tiles next to coastal tiles but no further. Due to improvement by Geralt settlers it gets a free promotion 9 turns after Optics is researched
The Palorsk was invented by the Urnosk tribe before Geralt settlement, it consisted of a double wooden hull, protecting it from weak ocean waves. Once the Geralt settlers arrived they upgraded the boat to support more crew. Even after the Geralts' left, the boat was still being produced.


Ilfeid Pikes

-Replaces Pikemen, Ilfied Pikes were the most powerful of the age and as such receive a bonus 5% combat bonus and an extra 3% on horses (Stacked on normal Pikemen bonuses) Due to the demand for these units they were often mass trained, this means that they cost -15% production cost.
The Ilfeid Pikes were originally just like elsewhere but 2 years later the idea to implement another spike underneath the main spike was introduced, This was called a Ilfeid, named after Jamie Ilfeid, the inventor. Ilfeid Pikes soon became the best units around and it wasn't long before they became a vital part of the Just United Ifalt Army


Endgame Unit

IF-47T

-Replaces Nuclear Submarine, Can 'Completely Submerge' Making it immobile but digs itself underground and is completely undetectable, as-well as that, it's separately powered guns give it +2 range and +1 over hills. Although due to that it costs +5% more production and costs +1 maintence

Unique Buildings

Berksidal Hall

-Replaces Courthouse, it costs only 2 maintence and also supplies a capital connection (If on same continent)
Used by Berkas to unite the 7 tribes of the Ifalt Isles, it was a far more effective way of governing seperate Provinces and ex-tribes. Many of the original buildings (with some improvements) are still in use today


Terrain Armory

-Replaces Barracks, As-well as giving +15xp to any new units, it also gives any new unit a terrain bonus, giving them plus +1 movement in snow only
Ifaltannia being a Arctic nation, had to adapt to the harsh conditions, Terrain armorys was one way of doing that, supplying soldiers with the gear they need to cross snow and even give them a small bonus.


Unique Tile Improvement

Snorsk Pathisk

-Replaces Road but only in snow, it gives an extra tile of movement on the Pathisk only.
Used all over the main island even today, the are a far more effective way of moving, with more grip and a ski path, they are undeniably they way to go.
Last edited by Ifaltannia on Sat Feb 14, 2015 10:44 am, edited 2 times in total.
The Kingdom Of Ifaltannia
Current Monarch: King Aeflswin
Current Prime Minister: Radnar Verback
Current Wars: Peace
Defcon:[5] 4 3 2 1
Ifaltannia is a country in the arctic populated by Ifalts with strong Proto-Germanic roots. It's most prominent religion is Wodenism/Esetroth and the language of its people is closely related to Old-English. The country is lead by King Aeflswin with the assistance of the Current PM. The population of Ifaltannia is 2.6 Million.
Long live the Kingdom
-See my factbook for a complete history document.

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Zhengist China
Political Columnist
 
Posts: 4
Founded: Jan 09, 2015
Ex-Nation

Postby Zhengist China » Sat Feb 14, 2015 1:48 pm

Civilization
Zhengist China
Leader
Zheng Wen Ling
Introduction
You shall forever be remembered, enlightened Zheng Wen Ling. Your peaceful and mighty Chinese people are one of the happiest people on Earth, thanks to you. Zhengist China, created out of the bloody Chinese Civil War, was originally a small party that united and assimilated the Communists and Nationalists into the Unionist Party of China, a party wishing for democracy and freedom for all. Your population policies and leadership lead to an abundance of food, growth, and new births for the people of China, satisfying their needs for over twenty years until the Great Decline.

Our holy leader, do you have what it takes to save China from a new civil war? Can you satisfy the people of China once again? Can you build a civilization that will stand the test of time?


Leader Traits
Spiritual, Creative
Favorite Social Policy Tree
Tradition
Unique Ability
The Million Fields of Prosperity
Unhappiness from number of cities doubled, Unhappiness from number of Citizens reduced by 75%.
All cities start with +2 food, increases by 0.5 by every era.
+10% population growth when at peace, -20% population growth when at war.
Food decreases by 0.5 for every unhappy citizen.
Each city increases policy cost by 15%.
Unique Units
Revolutionary Rifleman (replaces Infantry), has a one-tile ranged attack and a 50% damage bonus inside your own borders, can move after attacking, 100% damage penalty if other Revolutionary Riflemen are next to each other and loses the ability to move after attacking, 100% damage vulnerability from ranged attacks and flying units.
During the Chinese Civil War, these soldiers were armed and trained in an attempt to counter the Communist guerillas and the Nationalist armies, but mass surrenders occured once the Nationalists got access to planes and bombers.

Great Artillery (replaces Artillery), 25% damage bonus against non-armored units and cities, 50% damage penalty against armored units, takes 100% more damage from ranged attacks. Cost is 350 production (Artillery is 320), has a chance to force enemy units to withdraw like the Polish Winged hussar.
During the Civil War, the Zhengist Revolutionary Army used and built gigantic artillery guns, but they saw limited use outside of psychological warfare.

Zhengist Farmer (replaces Worker), constructs farms +25% faster than normal, 10% cheaper than the worker.
Unique Buildings
Food Distribution Center (replaces Hospital), keeping the bonus of the hospital, 20% food is carried over after a citizen is born.
Taoist Temple (replaces Temple), +1 faith for every second citizen in the city.
Unique Tile Improvement
People's Field (Unique Improvement)
Must be built on top of a farm, unlocked after researching Fertilizer, increases food on the tile by 1 but also reduces gold by 1 when worked.
Zhengist China is an Asian country controlling all of China and most of South-east Asia, Zhengist China attempts to mix Taoism and Socialism with a very libertarian government.

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Meridiani Planum
Negotiator
 
Posts: 5577
Founded: Nov 03, 2006
Capitalizt

Postby Meridiani Planum » Sun Feb 15, 2015 6:15 am

I haven't played Civ5, so here is my nation in Sid Meyer's Alpha Centauri...

Meridiani Planum
A free market libertarian society of human clones, led by Steven Dessler. This society strives to implement its eudaimonic ideals.

- Efficiency +1 (Minimal government)
- Support -1 (Minimal taxes)

Aggression: Pacifist
Starting Tech: Biogenetics
Agenda: Eudaimonic (Future Society)
Aversion: Power (Values)
Last edited by Meridiani Planum on Sun Feb 15, 2015 6:58 am, edited 4 times in total.
I shall choose friends among men, but neither slaves nor masters.
- Ayn Rand

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Roski
Post Marshal
 
Posts: 15601
Founded: Nov 18, 2013
Ex-Nation

Postby Roski » Sun Feb 15, 2015 8:31 pm

Civilization
Empire of Roski
Leader
Vechek Dorssky
Introduction
Glory be upon you, Vechek Dorssky of Roski! You've watched Empires rise and fall, while people died, and you survived. You lead the glorious Roskian people to a forward progression, as the world around you collapsed. As you lead your people to a military and economic boom, you led the world into a global war, vowing to destroy the fascist ideologies plaguing your world. 10 years after your death, the Roskian People celebrate your existance, and call you the most important leader in world history!

The Roskian People call for a saviour once again. Can you lead your people to greatness once more? Can you lead a civilization that will stand the test of time?
Leader Traits
Imperialist
Protective
Favorite Social Policy Tree
Liberty
Unique Ability
Overproduction
+50% production of military units starting in the Atomic Era
-15% upkeep costs of military units starting in the Modern Era
Unique Trait
Military Might
"All units have +1 sight"
Unique Units
Liberator
Replaces Tank, +10% damage to infantry units
Seige Master
Replaces Rifleman and Great War Infantry, +50% damage to Cities
Endgame Unit
God-Class
Replaces Carrier, +1 Capacity, can attack other warships
Unique Buildings
Homeland Defence System
Unlocks with Rocketry, +100% damage to air units bombing nearby units or the city
Port
Replaces Harbour, adds +5% Production to Naval units
Unique Tile Improvement
Interstate System
Unlocks with Mobile Tactics, +100% movement to units, +25% production boost to all cities connected to the Capital by Interstate
I'm some 17 year old psuedo-libertarian who leans to the left in social terms, is fiercly right economically, and centrist in foriegn policy. Unapologetically Pro-American, Pro-NATO, even if we do fuck up (a lot). If you can find real sources that disagree with me I will change my opinion. Call me IHOP cause I'm always flipping.

Follow my Vex Robotics team on instagram! @3921a_vex

I am the Federal Republic of Roski. I have a population slightly over 256 million with a GDP of 13.92-14.25 trillion. My gross domestic product increases each year between .4%-.1.4%. I have a military with 4.58 million total people, with 1.58 million of those active. My defense spending is 598.5 billion, or 4.2% of my Gross Domestic Product.

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The United Colonies of Earth
Powerbroker
 
Posts: 9727
Founded: Dec 01, 2011
Ex-Nation

Postby The United Colonies of Earth » Sun Feb 15, 2015 9:11 pm

Should I do the earlier form of my nation called ISCA? Then again, space colonization is a big part of what the UCE is overall.
Civilization
The United Colonies of Earth
Leader
James Barthis
Introduction
Hail, James Barthis! You were once a brave soldier in the UCE's Peacekeeping Corps, fighting against rebels who opposed the unification of humanity on Earth and around the Solar System. After they were weakened Earth was invaded by aliens from beyond our system. When Earth's leaders fell, you took charge, and spearheaded a final attack to drive the aliens from Sol. Afterwards, you led us to victory over the aliens' homeworld.
Humanity after the war prospered and was united under your leadership and your guidance through reason. But as we ascended to greater technological heights you were forced into exile. Humanity's mission fell apart in disunity and war. Now, centuries later, the people of what were once the United Colonies of Earth hear rumors of your return. Can you emerge from the darkness and lead the way to unity once again? Can you lead a civilization that will stand the test of time?
Leader Traits
Enlightened, Protective
Favorite Social Policy Tree
Rationalism
Unique Ability

Unique Trait

Unique Units

Endgame Unit

Unique Buildings

Unique Tile Improvement
The United Colonies of Earth exists:
to encourage settlement of all habitable worlds in the Galaxy and perhaps the Universe by the human race;
to ensure that human rights are respected, with force if necessary, and that all nations recognize the inevitable and unalienable rights of all human beings regardless of their individual and harmless differences, or Idiosyncrasies;
to represent the interests of all humankind to other sapient species;
to protect all humanity and its’ colonies from unneeded violence or danger;
to promote technological advancement and scientific achievement for the happiness, knowledge and welfare of all humans;
and to facilitate cooperation in the spheres of law, transportation, communication, and measurement between nation-states.

User avatar
Versail
Negotiator
 
Posts: 5122
Founded: May 21, 2012
Ex-Nation

Postby Versail » Mon Feb 16, 2015 9:30 pm

Civilization
Your Civ's Name Here: The Republic of Versail.
Leader
Leader of your Civ's Name Here : Chairman Stark.
Introduction
Your Leader/Civ's Introductory Speech Here (REMEMBER TO FINISH WITH "Can you build a civilization that will stand the test of time?")
Leader Traits
Your Two Leader Traits Here:Imperialist, Industrious.
Favorite Social Policy Tree
Your Leader's Favorite Social Policy Here: Honor.
Unique Ability
Your Civ's Unique Ability Here:Militarism.
Production is doubled for Military unit's.
Unique Trait
Your Civ's Unique Trait Here: For the Republic!
+50% gold and Science when at war, -20% culture in all cities.
Unique Units
Your Two (Three if you don't have an "Endgame" Unit) Unique Units And Brief Descriptions Here (Backstory Optional)
Endgame Unit
Your Endgame Unit Here (Not recommended if your civ's past is richer than it's present/future!)
Unique Buildings
Your Civ's Two Unique Buildings And Brief Descriptions Here (Can either replace existing buildings or become available once perquisites are met)
Unique Tile Improvement
Your Civ's Unique Tile Improvement and A Brief Description Here (Same as building. Can either replace an existing improvement or be added to the existing roster)

I can not think of the rest of this ,will complete.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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The Third Nova Terra of Scrin
Minister
 
Posts: 3019
Founded: Oct 01, 2011
Ex-Nation

Postby The Third Nova Terra of Scrin » Wed Feb 18, 2015 12:34 am

New Frenco Empire wrote:Here's something a little different...

What World Wonders would your civ contribute to the game (you know, just for an AI player to steal them)?


Grand Hall of Deiyus

"Look to the LORD and his strength; seek his face always."
-1 Corinthians 16:11

+3 Faith
-Can only be built in the Capital City
-Temples and Shrines give +1 Gold and +1 Culture and are 25% Faster to Build
+1 Great Scientist Points

Requires Theology
Obsolete by Industrialization unless Piety is an adopted Social Policy

Hall of the High Chieftain

"Loyalty to the country always. Loyalty to the government when it deserves it."
-Mark Twain

+4 Culture
+1 Happiness to Every City with a Connection with the Capital
+1 Happiness for Every 5 Population in the Capital City
+1 Great Scientist Points

Requires Civil Service

Tanzhiye Log Road Network

“The road to success is always under construction.”
-Steve Maraboli

-Roads are created by Workers 50% Faster, have 25% Lesser Maintenance Costs, Units Move in Roads 25% Faster and Roads Rake in 10% More Gold from City Connections
-When a Land Caravan Route travels on your Roads, it will bring you 15% More Gold

-Requires Construction
-Obsolete with Dynamite
Economic Left/Right: 1.50
Social Libertarian/Authoritarian: 3.13
Pro: Christianity, capitalism, democracy, creationism, Russia, Israel, freedom and liberty, nationalism, pro-life
Anti: Islam, socialism, communism, evolution, secularism, atheism, U.S.A, UN, E.U, authoritarianism, totalitarianism, politically correct, pro-choice
We're not a theocracy albeit Christian. THE CORRECT NAME OF THIS NATION IS TANZHIYE.
Also, please refrain from referring to me by using male pronouns.
IATA Member
https://www.youtube.com/watch?v=SyKkpdwLkiY - Hey! Hey! Hey! Start Dash!

User avatar
Blakullar
Senator
 
Posts: 4507
Founded: Sep 07, 2012
Corrupt Dictatorship

Postby Blakullar » Wed Feb 18, 2015 1:31 pm

New Frenco Empire wrote:Here's something a little different...

What World Wonders would your civ contribute to the game (you know, just for an AI player to steal them)?


Apocrypha Project

"Whoever controls the past controls the future; whoever controls the present controls the past."
~ George Orwell

-75% enemy spy steal rate in the city where it is built
-50% enemy spy steal rate in all other cities in the Empire
Eliminates Unhappiness generated from the city where it is built
+2 Happiness from all other cities in the Empire
Requires Autocracy
Requires Computers
Developed and implemented in the 2060s and inherited from the Soviet Union, the Apocrypha Project is the cornerstone of Mechanocratic Russia's massive public surveillance programme. It is a supercomputer designed to process and transmit all of the many thousands of petabytes of data that flows through it with ease, utilising the very best of computing technology to search the internet, monitor all domestic communications and gather data from the ubiquitous CCTV cameras in the Mechanocracy's cities and towns.
- - - MECHANOCRATIC RUSSIA - - -
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Frenkish Mercantile Republics
Civilian
 
Posts: 1
Founded: Mar 02, 2015
Ex-Nation

Postby Frenkish Mercantile Republics » Tue Mar 03, 2015 3:08 pm

Civilization

The Frenkish Mercantile Republics

Leader

Alexander Ponde

Introduction

Hail to you, O great Merchant Prince! Alexander Ponde, born from relative obscurity, you rose to become the six hundredth most serene Doge of Pax Serenus during the Time of Troubles. However, your wise leadership got your city and the entire Coalition through it. Reforming the system, you became the first Tribune of the Republics, leading Frenkish merchants, scientists and soldiers to do what they did best.

Great Tribune, can you once again take the mantle of responsibility? Can you lead the Merchant Republics far beyond their sister monarchies in Europe? Can you build a civilization that will stand the test of time?

Leader Traits

Enlightened
Mercantile

Favorite Social Policy Tree

Commerce

Unique Ability

Motivated Architects

-Production can be sped up by consuming a sum of Gold relative to the hammers.

Unique Trait

Merchant Cities

-Gold output of all cities +10%.
-Cultural border growth slowed by 10%.

Unique Units

Line Corps

-Replaces Musketman. Considerably more powerful than the Musketman it replaces. Will receive 300 Gold and above-average influence when gifting a Line Corps unit to a city-state.

Frenkish flintlock firearms are among the best in the world, and rival even those of Dutch and Swedish smiths. Although being among the highest quality, Frenkish guns are often very complex and require maintenance beyond the knowledge of most European gunsmiths. Hence, weaponry of Frenkish origin is often ignored when overseas troops are equipped. However, to keep competition going, the Merchant Princes formed mercenary units reminiscent of their private armies, the "Line Corps". Wielding the best muskets Frenkish coin could buy and smiths could craft, Line Corps mercenaries have seen service in all corners of the globe, where they are cherished by their employers.


Southern Corsair

-Replaces Privateer. Starts with the unique "Gunpoint Recruitment" promotion, in which it will instantly heal all damage when defeating an enemy ship. Matches the Frigate in combat strength.

Southern Corsairs are among the most infamous of privateers and pirates. Prowling the clear waters of the Republic's southern coasts, Southern Corsairs pounce upon the Republic's enemies and exposed merchant alike, singing shanties and wearing flamboyant outfits while sailing large, powerful ships bought with Frenkish coin provided in letters of marque. While Southern Corsairs are noted for being triggerhappy and brutal in their methods, most follow an unspoken code of honor that states that no harm shall befall any man, woman or child found aboard a peaceful sailing vessel. As a result, many Southern Corsairs are women and military deserters of many different nationalities.


Beaked Raytar

-Replaces Lancer. Considerably more powerful in it's attack than the Lancer is replaces, and launches a free ranged attack upon successful completion of it's melee attack. Suffers an even greater penalty on defense than the Lancer, however.

"Beaked" Raytars are the Frenkish answer to European Reiters and Polish Winged Hussars. Wearing plate half-armor and intimidating "beaked" helmets while each wielding a twenty-foot lance, flintlock carbine, saber and two or more pistols, Beaked Raytars are a menace to anyone unlucky enough to be caught in their charge. They were also among the first to be mass-issued grenades. Often carrying a couple in saddle bags, Raytars would often toss them into crowds of dense infantry during their lance charge, causing massive amounts of devastation. After the initial attack, Raytar tactics call for the Raytars to pull back and encircle the enemy formation, unloading on their groups with their plethora of firearms, instantly changing roles from heavy shock cavalry to mounted Dragoon. Like the Line Corps, Beaked Raytars not in the service of the Merchant Princes often find steady work as mercenaries, and are prized from Spain to Japan.


Unique Buildings

Trader's Court

-Replaces Market. Carries all of the Market's abilities, with the exception that you will receive 100 Gold per every Court in your cities every time your empire acquires a luxury resource that was (formerly) outside of it's borders. Be it through trade, conquest, or simply improving nearby luxuries you didn't have access to before)

Public Armory

-Requires Guilds. Can convert workers adjacent to the city into unique "Miltia" ranged units for a small sum of Gold, which adapt throughout the ages (from crossbows to muskets to rifles). They cannot leave your empire's borders, however.

Unique Tile Improvement

Market Village

-Replaces Trading Post. Grants 3 Gold per turn as opposed to the Trading Post's 1, and will improve the gold and science output of trade routes when built on roads.
Last edited by Frenkish Mercantile Republics on Tue Mar 03, 2015 3:08 pm, edited 1 time in total.
Frenco again. This time, I put my current fascination into the post-Medieval era with another nation. This isn't the Empire you know and love; I just like the demonym. Also, some "light" FanT is involved, but gunpowder is slowly removing all the mages from the world and dragons are becoming nothing more than a safari for visiting noblemen. Sometime in the 1650s, if you're wondering.

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